Development Build 8193.22
Hello, friends!
A new patch marks another iteration towards an upcoming stable release. Please help us test this build and report any issues you spot.
A new patch marks another iteration towards an upcoming stable release. Please help us test this build and report any issues you spot.
New Game UI
- Content is now presented as Official vs Community, instead of Campaigns vs Standalone.
- Search filtering works better, can now filter by campaign names, authors.
- More consistently-styled button sizes and UI elements.
- Kingmaker, ShadowGuard and WitchesWake have been moved out of Premium into extra content on the Official content tab.
- Filled in missing screenshots on the Premium modules.
- Module sort order is now persisted to configuration
- Various text/wording changes.
Water shader
- More uniform appearance between shader quality modes.
- Improve refraction and reflection precision/quality.
- Water renders now after shadows and the SSAO pass.
- Waves more natural-looking.
- Translucence is now relative to source texture alpha.
- Translucence now shadows the surface beneath the water.
NWScript Debugger
- Added back script debugger binary into bin/win32/.
- Added configuration keys to UI.
- Fixed incorrect address parsing resulting in it not connecting. Also fixes setting debugger addresses other than localhost.
- Fixed heap overflow parsing NDB files resulting in crashes.
- Now renders all internal fields of CGameEffect.
- Now renders all internal state of CScriptEvent.
- Now renders cswysolver and sqlquery types instead of crashing in pitiful confusion.
- Will no longer attempt to launch from within nwmain, you now need to run the binary by hand. On the plus side, it should now work on Linux and Mac (via wine/wine32to64).
Other
- Linux: Fixed exclusive(fullscreen) and borderless window modes.
- ResMan: Fixed crash that could happen when exiting the game, especially seen after failing to load a savegame.
- Renderer: Restore the check for bumpshinytexture, fixing regression where meshes appeared transparent or invisible #298
- Renderer: Tweaked horizontal TTF font spacing a bit more to make it match old visual feel.
- Renderer: Fix regression introduced with previous preview where static tile lights didn’t update properly.
- Renderer: Fixed static lights not updating properly. #290
- Nui: Fixed some windows not centering properly when UI-scaled.
- Nui: Limited UI scale so that new game/options windows will still fit. #288
- Config UI: Don’t show horizontal scrollbar when UI scaled.
- Config: Add toggle that allows showing damage numbers as totals or split.
- nwhak: Fixed it not starting.
- VM: Fixed GetObjectVisualTransform stack underflowing on existing modules (.21 regression)
- VM: SetTlkOverride now parses tokens
- Game: Fixed SetColor() not updating in some cases (such as heads/hair)
- Game: Fix attacking non-creature objects #302
- Game: Fixed DM character creation. #294
- TTF/Fonts: Pixel alignment now respects GUI scale, improving rendering quality
- Fonts: Fix some characters in codepages (‘, etc) not showing correctly #278 #279
- Fonts: Fixed text in password fields not showing up
- Fonts: Enable flexible font spacing; fixes dialog UI being cut off when many options are present
- Fonts: Make ingame fonts space out less
- Fonts: Fixed caret no longer showing on top of text
- MP UI: Fixed another potential crash running custom modules.
- NWSync hosting mode: Fixed rules not being reloaded properly after the initial manifest was added to the embedded server, resulting in missing creatures in Aielund Saga due to wrong appearance.2da having loaded.
- Pathing: Fixed failing to update move click action when setting new target #286
- Input: Added new manual config key game.language.codepage that can be used to force a different codepage (e.g. cp1251 for cyrillic). Together with a TTF override, this should restore compatibility for russian language overrides.
- Toolset: Fixed some backgrounds not filling the full icon pane. #240
- Art: Fixed forest facelift tileset (ttf02) referring to missing envmap, resulting in transparent metal textures.